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game_mediator.cpp
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game_mediator.cpp
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#include "game_mediator.h"
extern std::string FILEPATH;
extern std::string GAMEPATH;
#include "soundlib.h"
extern soundLib soundManager;
// Global static pointer used to ensure a single instance of the class.
GameMediator* GameMediator::_instance = NULL;
GameMediator *GameMediator::get_instance()
{
if (!_instance) {
_instance = new GameMediator();
}
return _instance;
}
Mix_Chunk* GameMediator::get_sfx(std::string filename)
{
std::map<std::string, Mix_Chunk*>::iterator it = sfx_map.find(filename);
if (it == sfx_map.end()) {
Mix_Chunk* sfx = soundManager.sfx_from_file(filename);
sfx_map.insert(std::pair<std::string, Mix_Chunk*>(filename, sfx));
return sfx;
} else {
return it->second;
}
}
CURRENT_FILE_FORMAT::file_projectilev3 GameMediator::get_projectile(int n)
{
if (n < 0 || n >= projectile_list.size()) {
return projectile_list.at(0);
}
return projectile_list.at(n);
}
int GameMediator::get_projectile_list_size()
{
return projectile_list.size();
}
CURRENT_FILE_FORMAT::file_npc_v3_1_2* GameMediator::get_enemy(int n)
{
// boss not yet set
if (n < 0 || n >= enemy_list.size()) {
std::cout << "ERROR: GameMediator::get_enemy - invalid enemy position[" << n << "], list-size: " << enemy_list.size() << std::endl;
// return first NPC to avoid errors
n = 0;
}
return &enemy_list.at(n);
}
int GameMediator::get_enemy_list_size()
{
return enemy_list.size();
}
#ifdef WII
void GameMediator::short_to_little_endian(short &s)
{
s = (s>>8) | (s<<8);
}
void GameMediator::u_short_to_little_endian(unsigned short &s)
{
short temp_short = s;
short_to_little_endian(temp_short);
s = temp_short;
}
void GameMediator::sint16_to_little_endian(int16_t &i)
{
i = (i << 8) | ((i >> 8) & 0xFF);
}
void GameMediator::int_to_little_endian(int &i)
{
i = (i<<24)|((i<<8)&0xFF0000)|((i>>8)&0xFF00)|(i>>24);
}
void GameMediator::uint16_to_little_endian(Uint16 &i)
{
int16_t temp = i;
sint16_to_little_endian(temp);
i = temp;
}
void GameMediator::wii_convert_npc_list() {
for (int i=0; i<enemy_list.size(); i++) {
short_to_little_endian(enemy_list.at(i).hp.total);
short_to_little_endian(enemy_list.at(i).hp.current);
printf("#convert.npc[%s].range.OLD[%d] #\n", enemy_list.at(i).name, enemy_list.at(i).walk_range);
sint16_to_little_endian(enemy_list.at(i).walk_range);
printf("@convert.npc[%s].range.NEW[%d] #\n", enemy_list.at(i).name, enemy_list.at(i).walk_range);
sint16_to_little_endian(enemy_list.at(i).start_point.x);
sint16_to_little_endian(enemy_list.at(i).start_point.y);
for (int j=0; j<ANIM_TYPE_COUNT; j++) {
for (int k=0; k<ANIM_FRAMES_COUNT; k++) {
uint16_to_little_endian(enemy_list.at(i).sprites[j][k].duration);
sint16_to_little_endian(enemy_list.at(i).sprites[j][k].collision_rect.x);
sint16_to_little_endian(enemy_list.at(i).sprites[j][k].collision_rect.y);
sint16_to_little_endian(enemy_list.at(i).sprites[j][k].collision_rect.w);
sint16_to_little_endian(enemy_list.at(i).sprites[j][k].collision_rect.h);
}
}
sint16_to_little_endian(enemy_list.at(i).sprites_pos_bg.x);
sint16_to_little_endian(enemy_list.at(i).sprites_pos_bg.y);
sint16_to_little_endian(enemy_list.at(i).walk_range);
int_to_little_endian(enemy_list.at(i).respawn_delay);
}
}
void GameMediator::wii_convert_object_list() {
for (int i=0; i<object_list.size(); i++) {
sint16_to_little_endian(object_list.at(i).distance);
sint16_to_little_endian(object_list.at(i).frame_duration);
int_to_little_endian(object_list.at(i).timer);
}
}
void GameMediator::wii_convert_ai_list() {
for (int i=0; i<ai_list.size(); i++) {
for (int j=0; j<AI_MAX_STATES; j++) {
int_to_little_endian(ai_list.at(i).states[j].chance);
int_to_little_endian(ai_list.at(i).states[j].action);
int_to_little_endian(ai_list.at(i).states[j].go_to);
int_to_little_endian(ai_list.at(i).states[j].go_to_delay);
int_to_little_endian(ai_list.at(i).states[j].extra_parameter);
}
for (int j=0; j<MAX_AI_REACTIONS; j++) {
int_to_little_endian(ai_list.at(i).reactions[j].action);
int_to_little_endian(ai_list.at(i).reactions[j].go_to);
int_to_little_endian(ai_list.at(i).reactions[j].go_to_delay);
int_to_little_endian(ai_list.at(i).reactions[j].extra_parameter);
}
}
}
void GameMediator::wii_convert_projectile_list() {
printf("$ size(PROJECTILE_TRAJECTORIES)[%d] $\n", sizeof(PROJECTILE_TRAJECTORIES));
for (int i=0; i<projectile_list.size(); i++) {
sint16_to_little_endian(projectile_list.at(i).size.width);
sint16_to_little_endian(projectile_list.at(i).size.height);
printf("# trajectory[%d].old[%d] #\n", i, projectile_list.at(i).trajectory);
Uint16 trajectory = projectile_list.at(i).trajectory;
uint16_to_little_endian(trajectory);
printf("# trajectory[%d].NEW[%d] #\n", i, trajectory);
}
}
void GameMediator::wii_convert_player_list() {
for (int i=0; i<player_list.size(); i++) {
sint16_to_little_endian(player_list.at(i).sprite_hit_area.x);
sint16_to_little_endian(player_list.at(i).sprite_hit_area.y);
sint16_to_little_endian(player_list.at(i).sprite_hit_area.w);
sint16_to_little_endian(player_list.at(i).sprite_hit_area.h);
for (int j=0; j<ANIM_TYPE_COUNT; j++) {
for (int k=0; k<ANIM_FRAMES_COUNT; k++) {
uint16_to_little_endian(player_list.at(i).sprites[j][k].duration);
sint16_to_little_endian(player_list.at(i).sprites[j][k].collision_rect.x);
sint16_to_little_endian(player_list.at(i).sprites[j][k].collision_rect.y);
sint16_to_little_endian(player_list.at(i).sprites[j][k].collision_rect.w);
sint16_to_little_endian(player_list.at(i).sprites[j][k].collision_rect.h);
}
}
for (int j=0; j<MAX_WEAPON_N; j++) {
sint16_to_little_endian(player_list.at(i).weapon_colors[j].color1.r);
sint16_to_little_endian(player_list.at(i).weapon_colors[j].color1.g);
sint16_to_little_endian(player_list.at(i).weapon_colors[j].color1.b);
sint16_to_little_endian(player_list.at(i).weapon_colors[j].color2.r);
sint16_to_little_endian(player_list.at(i).weapon_colors[j].color2.g);
sint16_to_little_endian(player_list.at(i).weapon_colors[j].color2.b);
sint16_to_little_endian(player_list.at(i).weapon_colors[j].color3.r);
sint16_to_little_endian(player_list.at(i).weapon_colors[j].color3.g);
sint16_to_little_endian(player_list.at(i).weapon_colors[j].color3.b);
}
}
}
void GameMediator::wii_convert_anim_tile_list() {
for (int i=0; i<anim_tile_list.size(); i++) {
for (int j=0; j<FS_ANIM_TILE_MAX_FRAMES; j++) {
int_to_little_endian(anim_tile_list.at(i).frame_delay[j]);
}
}
}
#endif
GameMediator::GameMediator()
{
enemy_list = fio_cmm.load_from_disk<CURRENT_FILE_FORMAT::file_npc_v3_1_2>("game_enemy_list_3_1_2.dat");
object_list = fio_cmm.load_from_disk<CURRENT_FILE_FORMAT::file_object>("game_object_list.dat");
ai_list = fio_cmm.load_from_disk<CURRENT_FILE_FORMAT::file_artificial_inteligence>("game_ai_list.dat");
projectile_list = fio_cmm.load_from_disk<CURRENT_FILE_FORMAT::file_projectilev3>("data/game_projectile_list_v3.dat");
anim_tile_list = fio_cmm.load_from_disk<CURRENT_FILE_FORMAT::file_anim_block>("anim_block_list.dat");
player_list_v3_1 = fio_cmm.load_from_disk<CURRENT_FILE_FORMAT::file_player_v3_1_1>("player_list_v3_1_1.dat");
#ifdef WII
wii_convert_npc_list();
wii_convert_object_list();
wii_convert_ai_list();
wii_convert_projectile_list();
wii_convert_player_list();
wii_convert_anim_tile_list();
#endif
// add some dummy data for game not to crash
if (projectile_list.size() == 0) {
projectile_list.push_back(CURRENT_FILE_FORMAT::file_projectilev3());
}
if (player_list_v3_1.size() == 0) {
for (int i=0; i<FS_MAX_PLAYERS; i++) {
player_list_v3_1.push_back(CURRENT_FILE_FORMAT::file_player_v3_1_1(i));
}
}
}